Hey there.. the default NPC jitter can be fixed with this :
line 1920 of c_baseentity if (!IsSelfAnimating()) to if(IsSelfAnimating()) Although I think you can remove it entirely as this ended up having adverse effects when trying to actually do self animating entities (like properly predicting players), perhaps you could do if((isNPC() && IsSelfAnimating()) || !IsSelfAnimating()) Let me know if that has any effect on your problem On Dec 3, 2007 2:15 PM, Christopher Harris <[EMAIL PROTECTED]> wrote: > That did not help much. Now the pose parameters appear to be stuck at a > single value and unchanged. I assume because there is no npc animation code > on the client. The only C_AI_BaseNPC is a few minor things. > > Chris > ----- Original Message ----- > From: "Andrew Watkins" <[EMAIL PROTECTED]> > To: <[email protected]> > > Sent: Monday, December 03, 2007 6:19 AM > Subject: [hlcoders] Re: NPC Animation Latency... > > > >I have run into this problem too - and don't have a proper solution. > > I have discovered, however, that if you set net_fakelag to anything about > > ~25ms, the jittering disappears. This is probably in line with what you > > would expect with a listenserver-only problem. > > Until I find a proper solution, I have simply added > > UseClientSideAnimation() > > into the AI_BaseNPC constructor - this also stops jittering, but it does > > affect all animations, causing them to be "less exaggerated" > > > >> From: "Christopher Harris" <[EMAIL PROTECTED]> > >> To: <[email protected]> > >> Date: Mon, 3 Dec 2007 02:09:04 -0500 > >> Subject: [hlcoders] NPC Animation Latency... > >> Reply-To: [email protected] > >> > >> I have developed npcs deriving off the PlayerCompanion class and I am > >> havin= > >> g some issues. The first thing I tried was disabling any possible > >> predictio= > >> n issues or anything related to that, but it did not solve anything. ie > >> CDi= > >> sablePrediction Filtering. > >> > >> What is occuring is NPC animations are jittery and sometimes will enter > >> jes= > >> us pose breifly. As well sometimes odd animation issues occur where the > >> fee= > >> t are using wrong pose parameters to actual movement. Like the npc is > >> walki= > >> ng nw direction facing north and the feet look like they are strafing > >> towar= > >> d the east . > >> > >> The issue also only occurs in Listen Servers. In dedicated servers the > >> anim= > >> ations all work fantastically. > >> > >> Any help is appreciated. > >> -- > >> > >> > >> > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

